corbett Posted March 21, 2016 Share Posted March 21, 2016 thanks Quote Link to comment Share on other sites More sharing options...
SpaceBadger007 Posted March 27, 2016 Share Posted March 27, 2016 Ever thought of adding in the option to make the trailer hitch act like a pivot as you tow it along? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 27, 2016 Author Share Posted March 27, 2016 10 hours ago, SpaceBadger007 said: Ever thought of adding in the option to make the trailer hitch act like a pivot as you tow it along? Yes, but I haven't figured out how to do that. Is there a mod out there that does that? Quote Link to comment Share on other sites More sharing options...
Denko666 Posted March 27, 2016 Share Posted March 27, 2016 1 hour ago, Angel-125 said: Yes, but I haven't figured out how to do that. Is there a mod out there that does that? The infernal robotics mod with the reworked parts has that Quote Link to comment Share on other sites More sharing options...
Enceos Posted March 28, 2016 Share Posted March 28, 2016 23 hours ago, Angel-125 said: Yes, but I haven't figured out how to do that. Is there a mod out there that does that? RoverDude posted this a while ago on his youtube channel. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 28, 2016 Author Share Posted March 28, 2016 Interesting. So it's basically possible, just need to create a free rotation joint. I wonder if that is possible with the joint on the docking port.. Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted March 29, 2016 Share Posted March 29, 2016 (edited) A buffalo coming out of KBPS hangar Edited March 29, 2016 by Rafael acevedo adding pictures Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 29, 2016 Author Share Posted March 29, 2016 Wow, it fits? Way cool to see that hangar! Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted March 29, 2016 Share Posted March 29, 2016 1 hour ago, Angel-125 said: Wow, it fits? Way cool to see that hangar! Actually not really, I had to offset a little bit, here is how it looks like., I would love to have a set of wheels that store up a bit, kind of what the use in some trucks to make it fit through tunnels. By the way it does fit with medium tracks herbal foundries, but i wanted to keep the buffalo as pure as possible Quote Link to comment Share on other sites More sharing options...
Enceos Posted March 29, 2016 Share Posted March 29, 2016 (edited) 18 hours ago, Angel-125 said: Interesting. So it's basically possible, just need to create a free rotation joint. I wonder if that is possible with the joint on the docking port.. I believe @RoverDude was using two separate parts to connect the trailers. The camera follows the pulling truck, which means that the center of mass didn't shift, each trailer is a separate vessel. You can also notice the realistic interaction between the two loops. Doing this with docking ports... do you think bending the connection between parts will be safe for save loading? We'll need a word from RoverDude himself on the trick behind this magic. Edited March 29, 2016 by Enceos Quote Link to comment Share on other sites More sharing options...
eberkain Posted March 29, 2016 Share Posted March 29, 2016 @Rafael acevedo I wonder if the wheels from the Karibou would work on the Buffalo? I know they raise and lower. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 29, 2016 Author Share Posted March 29, 2016 1 hour ago, eberkain said: @Rafael acevedo I wonder if the wheels from the Karibou would work on the Buffalo? I know they raise and lower. I think technically they'd work but they might be a big big on the Buffalo. The cabin size is 1.5m wide by 12.5m tall... Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted March 30, 2016 Share Posted March 30, 2016 20 hours ago, Angel-125 said: I think technically they'd work but they might be a big big on the Buffalo. The cabin size is 1.5m wide by 12.5m tall... Tried it last night didn't like end product, it looks awkward, if karibu would allow tweaks ale it might be slightly different Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 4, 2016 Author Share Posted April 4, 2016 Just a heads up, I'm in the process of converting the wheels over to KSP 1.1 and am sorting through the new changes. Getting closer to a pre-release, but if nothing else I'll have the Buffalo ready for the official 1.1 release. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 6, 2016 Author Share Posted April 6, 2016 After lots of frustration, I finally have working wheels for the Buffalo. Some bad news and good news. Bad news is that the new wheel system means I can no longer animate the M1A1 wheels so that they have a narrow and wide wheelbase. But, I found a workaround: I should be able to put the finishing touches on the pre-release and have something either later tonight or tomorrow. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 6, 2016 Author Share Posted April 6, 2016 0.2.8 (KSP 1.1 pre-release) Get the latest here! - Recompiled for KSP 1.1. Many thanks and big shout out to nil2work for helping me understand the new wheel system. NOTE: The M1-A1 is no longer able to animate changing from wide to narrow wheelbase due to KSP 1.1. But it still has use for creating rovers that get in and out of the Mk3 cargo bay. To do so, take the Buffalo Half-Chassis and rotate it to become the length of a standard 1u chassis and then attach the M1-A1 to the sides. This might change in the future, we'll see. Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted April 6, 2016 Share Posted April 6, 2016 (edited) 19 hours ago, Angel-125 said: 0.2.8 (KSP 1.1 pre-release) Yay! The wheels appear to need some work, though. Here are some things I observed. All this done on Kerbin in v1183 Win x64. I left all wheel settings at default. Spoiler First off, some general observations that appear applicable to all 3 wheels (Cub, Goat, Griz): Very Tough. I was never able to break any of them despite running into obstacles at high speed, jumping off the launchpad, and doing high-speed donuts. Which is good because I thought they broke a bit too easily in 1.0.5 and the stock wheels break WAY too easily in 1.1. Trip on Terrain Irregularities: Any time the front surface (instead of what is normally the bottom) comes in contact with the ground, the wheel doesn't roll. It's like a fixed part hit the ground, so the wheel's forward momentum largely stops and the whole vehicle tends to somersault. This is most pronounced with the Griz, less so with the Goat, and only a slight problem with the Cub. Don't Climb Steep Slopes: The steepest hill a Griz could climb was about 20^, about 15^ for the Goat, and about 10^ for the Cub. All rovers had fuel cells producing more power than the wheels needed. Leaping Rovers: If you return to the space center and then select the rover to fly again, it will immediately leap into the air. This happens with all 3 types of wheels. Warping while still driving the rover doesn't seem to have a problem. If you launch another rover and drive over to the previous rover, sometimes the old rover will leap when you get close to it, sometimes not. This doesn't happen at physics range but when you;re only about 500m away. Regardless of cause, the rover leap high and tumble, usually landing upside down or on their sides. Here are some examples of the sort of terrain irregularities that trip a Griz: In the left pic, the vehicle came down a step off the edge of a concrete slab (a base in KerbinSide). The drop was only about 8" and the rover was only moving about 3m/s. In the right pic, the rover had been climbing a long, gentle slope at about 20m/s. The Kerbal is standing on the crest of this slope. The terrain then has a very slight dip with the lowest point about halfway between the Kerbal and the Rover. The rover's front wheels hit on the down slope before the bottom of the dip, dug in, and flipped the vehicle. Now to some more wheel-specific issues: Griz and Goat: Rear Wheels Steer More than Front Wheels With both these wheels, those mounted at the rear of the vehicle get greater steering angles than identical wheels on the front. This happens even if you Alt-copy the front wheel to the rear of the vehicle. The result is that rovers with these wheels steer more like boats than cars. The Cub wheel does not have this issue. Goat Destroys the Launchpad I made identical rovers except 1 had Goat and the other Griz wheels. The one with the Griz wheels could run up the launchpad no problem and survive jumping off the edge with no damage. The one with the Goat wheels always destroyed the launchpad when it was only about 1/3 of the way up the ramp. Setting Cub Brakes Freezes Suspension. If you have a Cub rover going at its top speed of about 10m/s then apply the parking brake, the suspension flexes so the rover's nose goes down while it's decelerating. This is perfectly fine and realistic. The issue is that once the vehicle stops so there's no longer any momentum pushing the nose down, the suspension stays flexed nose-down. To level the vehicle, you have to release the brakes. ----------------------------------------------- This is all I've managed to test so far. In general, I think the wheels are good except for the 2 big problems of tripping on terrain irregularities and leaping into the air when you return to them. It would also be nice if they had more traction to climb steeper hills. Thanks for the quick update. And also the tiny Jetwing engines that make wonderful RCS for VTOLs when using TCA Edited April 6, 2016 by Geschosskopf Quote Link to comment Share on other sites More sharing options...
quadro7f Posted April 6, 2016 Share Posted April 6, 2016 This mod is so awesome in everything and I love it's so smart design. I wanna report on some stange bugs I have here when you combine "M1-A1 Grizzly" wheels and any kind of Wide Flatbeds on top of it (in version 0.2.8, KSP 1.1.0.1172/64Bit, Win7/64 ) Spoiler Here, if I using this setup: Then this happens right after the spawn (or any time you touch the ground by wheels): The Wide Flatbed just gets ripped off (and everything becomes normal again) If you don't attach any wide platform above them - everything works perfectly: And if you manually lower the wheels position, then this happens: Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 7, 2016 Author Share Posted April 7, 2016 Thanks for the reports folks! I'll probably hold off fixing them until Squad stabilizes KSP since I don't know how much is my stuff versus general issues with wheels in the game. Meantime I'll try making an interim wheel for you to use and have that in the next pre-release. Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted April 7, 2016 Share Posted April 7, 2016 56 minutes ago, Angel-125 said: Meantime I'll try making an interim wheel for you to use and have that in the next pre-release. Take your time. At least I can use the little Jaguar engines on my new passion for VTOLs. You really need to market them for that purpose. Observe: This plane uses 6 of them, 2 each side and 1 each fore and aft, as RCS via the magic of Throttle Controlled Avionics. Pinpoint vertical landings are no problem. What, that's a ruined building, not a helipad? I did notice 1 slight annoyance with them, however. Toggling the mode from mono to jetfuel in the SPH during construction doesn't mirror with symmetry so you have to change each engine individually. All the other options do mirror, however. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted April 7, 2016 Share Posted April 7, 2016 @Angel-125: Bug Report: The ladders are bugged on the cockpit and the crew cabin. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 8, 2016 Author Share Posted April 8, 2016 26 minutes ago, davidy12 said: @Angel-125: Bug Report: The ladders are bugged on the cockpit and the crew cabin. Thanks. I need more information though, how are they bugged? Quote Link to comment Share on other sites More sharing options...
davidy12 Posted April 8, 2016 Share Posted April 8, 2016 19 minutes ago, Angel-125 said: Thanks. I need more information though, how are they bugged? I can't enter the cockpit and the platforms are bugged too. I can't really explain it though. Better just to play it to see for yourself. Also, are the ladders so long? Quote Link to comment Share on other sites More sharing options...
Solospirit Posted April 8, 2016 Share Posted April 8, 2016 2 minutes ago, davidy12 said: I can't enter the cockpit and the platforms are bugged too. I can't really explain it though. Better just to play it to see for yourself. Also, are the ladders so long? I just checked the mod too...With similar results...also I had found a very similar issue with the ARES Rover and Ascnt Vehicle from Phoenix Industries. I explained it as best as i could there. Quote Link to comment Share on other sites More sharing options...
Solospirit Posted April 8, 2016 Share Posted April 8, 2016 (edited) This might help... Had just hit the EVA button...and exited Edited April 8, 2016 by Solospirit Quote Link to comment Share on other sites More sharing options...
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